Sisforma: Journal of Information Systems
Vol 1, No 1 (2014)

Modeling the Smartphone Game to Improve Players’ Focus Case Study of Game Dumb Ways to Die

Purnamasari, Elisa ( Department of Information Systems, Soegijapranata Catholic University)
Sanjaya, Ridwan ( Department of Information Systems, Soegijapranata Catholic University)



Article Info

Publish Date
31 Oct 2014

Abstract

Commonly, playing a game is judged as an activity which spend a lot of time, money, and energy. Players usually spend their money to buy vouchers to play and also buy characters, weapons and equipments which provided in the game. Players who addicted to game mostly spend their time and energy to satisfy their desire to solve the challenge on a game.However, not all of games give the negative impacts. There are a lot of advantages which can be obtained by games, such as to train our memory, precision, speed, and even ability to get money from games.  A game called “Dumb Ways to Die” that can be found on smartphone is an example of game to increase speed and concentration of people who play it.There are a need to find some characteristics of a game which has positive effects for the players. Those characteristics can be formulated as the example of a good game. This paper will analyze the opinion and produce the conclusion from a survey of playing "Dumb Ways to Die” to generate a positive game model.Keywords-  positive game, speed, concentration, favorable, game model

Copyrights © 2014






Journal Info

Abbrev

sisforma

Publisher

Subject

Computer Science & IT Education Engineering Library & Information Science

Description

SISFORMA journal published by the Information Systems Studies Program Faculty of Computer Science Soegiapranata Semarang. to accommodate the scientific writings of the ideas or studies related to information systems. Scope journal Sisforma: Topics that will be published in the journal SISFORMA ...